First, let's get rid of a common mistake. It's written diceless not rules-less. so it has rules, quite a lot in fact but they all circle the single identical idea of resource manageament. It's not that this is a bad idea at all, but for example you won't find the grand world-shattering competitive ways to roleplay that Amber introduced.
Because yes you need to talk about Amber when you talk about diceless rpg.

So Active Exploits is not designed with a stable group of players in mind, there is no bidding process and all. Here you buy things, and there are quite a few to pick from: ABILITIES which are stats, there are 4 of them. ASPECTS namely luck and discipline which have base values according to game level of reality, SKILLS that you may take and a which level still according to reality level, GIMMICKS (as many as you want as long as the referee agrees) and PRINCIPLES like codes, faults and objectives. Creating a character is easy in fact, the reality level telling all you need, however it is not written in the most explicit way I've seen, but it's just my opinion. What is important is that it is quick, easy, but that players really need to be able to make the differences betwen all the differnt names given to all different possible values.

In fact the system is built upon the idea that you have a base value equals to ability + skill and that you need to burn points of bo uses (like luck etc) to get a sum that is over the target level. You can even spend XP spent on skills to get a temporary boost. It's quite crystal clear except that you need to make really sure players are aware of the many pools they can pick pints from. Especially with the advanced rules that introduces even more pools like flairs (say subskills), convictions, fields of expertise, threads linking characters.

The main problem according to me are these advanced chapters. Because you have character creation, system and combats THEN advanced versions of the same ones then others. All in all I love the way things get described with category after category enhancing game experience. But I must admit that this very depth is also the deepest flaw of the game system because it's easy to get lost and not being able to succeed because you fail at giving a reason why you could add this bonus or that one.

It is a very good game, not doubts. But there are so many resources to manage from that I wonder how far it is a playable game. You need a very committed group that will move farther, advanced option after advanced option. And that will be very difficult to introduce new players in the middle because of the sheer amount of variables to take into account when comes the moment to chose where you pick points from. I tried two games which is not a lot I admit, but each time we had to shatter that wall of "how I am supposed to do that?". In a typical dice-driven game you don't have it because you have clear values to add to a random die result. Here you never know if burning a point or a skill XP on that is useful or silly. On the first game I made all characters were quickly exhausted and succeeding difficult tasks became impossible, on the second one it was the reverse: nobody wanted to burn a dot and the story wasn't proceeding on.

I love this game but I don't know how to make it work properly in fact. How do you play a resource management system when you have no resources left or when no one does want to spend them? And it's the moment we get back to Amber...

Personally, I love randomiser-free role-playing, but such games need to focus on the storytelling rather than the simulation. Much of this system appears to be an attempt to emulate dice-play through resource management, and that leaves me wondering if the dicelessness is just a gimmick. How does this comprehensive rules set move the game away from the tactical towards the imaginative? It doesn't. All it does is substitute a different mechanic.

For a freebie, it's well-produced, nice and clear, quite adaptable, but only innovative in the way that eating cornflakes out of a cup is innovative. At no point does it ask "why don't we do without cornflakes?".

5 stars! The system actually can cover a multitude of genre and settings, and retains an element of chance without dice, via the different levels of Effort used. The rules are unified well, no matter the actions, and this doesn't feel forced!
And then there are the setting and genre books for it. I'm quite fond of some of them, and since they have to devote little space to system - the text is already a system - they're quite packed with information!

(As an advice, though, the GM should probably scribble the difficulty of the task down after determining it, and reveal it after the player has decided the Effort used. It only takes a sheet of paper that you can also use to scribble notes on).
Besides, it's free! Try it, you've got nothing to lose even if you don't like it - but if you do, you have found a very sleek, very adaptive system that's to your liking!

I am not a fan of diceless systems. I like the random element and the joy of rolling dice. For me diceless systems remove something that I consider to be part of the joy of RPGs.

That being said I am sold on Active Exploits. It is diceless and it weighs in at a whole 72 pages, it is a great game.
Any style, genre or scope of gaming can be covered in these very simple rules. It reminds me a bit of Fate.

What I like about this game is it truly seems to be universal. While the focus seems to be action, I could not think of anything you couldn't do with it. There is a assumption of modern games, doing fantasy or sci-fi might take a bit more work.

The mechanic is rather simple and would work great with the right players.

If you and your group are more into "Role" playing than "Roll" playing then you certainly can't go wrong with this.
I would also grab this as helpful guide on how to resolve action without always going to the dice. In this respect it is a great read for any gamer or game master.

This excellent work is one of many "base system for free" PDFs that you'll find on the market, but you won't find one as thoroughly documented, well-laid-out, clearly written or downright useful as Active Exploits Diceless Roleplaying. The basic systems are quite simple, and the additional systems (for magic, psychic powers, and so on) are solid. As with all "generic" games, you are going to have to set up your own color and requirements in the setting, but the system is easily balanced. In addition, the PDF is very well-organized and a joy to use either on the computer or at the table. It is easy to find what you need relatively quickly. If you are considering putting together a game and want to try out a diceless system for it, give Active Exploits a look.

It also helps that the work is compatible with a lot of other excellent Precis Intermedia work, making this a good investment to improve the value of those games and supplements as well.

This game is everything it says it is, gets the job done solidly, and it's absolutely free. Since I can't think of a way to improve it significantly, I give it five stars.

Great product with plenty of potential for some fun gaming. If you are looking for a diceless game that is easy to learn and useful for both tabletop and LARP games, this is the book to get. It offers up some great elements of play and the price can't be beat.

the perfect tool to play by mail, chat or forum. PIG offer you a very good core rules book. Many setting are possible, many options.

So go on, it s free.<br><br><b>LIKED</b>: - versatile and generic

Live action rule

trully diceless

vehicule rules

Free<br><br><b>DISLIKED</b>: - rule about magic, martial, ESP and True Faith... too messy, you have to set anything by yourself without exemple or scale.
<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>

The perfect tool to play by mail on a forum. AE is pretty versatile enough to play anything herroic fantasy, super heroe or SiFi, anything is almost possible.
The PIG site give some conversion to other game system as EABA, D20 and many others.
such a good book.
So go on, download AE ^_^.

An innovative system from front to back, from a small press company with it's own open-style licensing. Active Exploits is more a system of "blind resource mangement" than anything else. Randomness is purely optional; risk assessment is key.

A very playable diceless system, with a lot of goog ideas and valuable options. Really generic and easy to personalize.

Character creation is simple and fast.

There is no dice, but the effort system allow the players to make choices that replace the tension of dice throwing. And this his a very good finding for a diceless system. My players did like it.
<br><br><b>LIKED</b>: Playable and fun diceless system
Generic
Free
Modular<br><br><b>DISLIKED</b>: A little bit messy
Not enough examples<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>

Probably hands down one of the best diceless systems on the market. Excellent support for any questions you may have about the game. Tons of good content, excellent layout (as always). I would recommend Active Exploits for anyone who is curious about running a diceless game but yet still wants some sort of rules for keeping balance and control in the game. A must have for everyone's desktop.<br><br><b>LIKED</b>: it's ability to adapt, layout, tons of ideas, makes diceless less boring, ability to create your own supplements with it.<br><br><b>DISLIKED</b>: Has no artwork but its acceptable its a free product.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>